Aurel, the Gyrocopter, is a rangedagilityhero, capable of outputting a lot of single target and area of effect damage at a multitude of ranges. Early game Gyrocopter is a strong ganker, with Rocket Barrage able to output a lot of damage in a short amount of time if he and his target are alone. His second ability, Homing Missile, is a long range projectile that forces opponents to either stop and engage to take out the missile, or run to a safe location before being stunned. Thanks to his third ability, Flak Cannon, he is also an excellent pusher, and with it can farm up big items in the midgame as his spells start to fall off in damage. Flak Cannon also allows him to hit everyone in a teamfight with his autoattack, and with enough damage items he can inflict a lot of damage to the entire enemy team. Call Down is a useful ultimate with a low cooldown, providing a large area slow and nuke making it great for team fights. With the right items, he can also transition into a carry role.

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After serving through a lifetime of wars, upheaval, riots, and revolutions, the brass figured Aurel had seen enough. But in addition to a few trinkets and his considerable pension, the erstwhile engineer left with something far more interesting: a long-forgotten, incomplete schematic for a Gyrocopter, the world’s first manned, non-magical flying device. Retiring to the tropical obscurity of the Ash Archipelago with little else but time and money, he set to work building the device. As the years wore on and the remains of failed prototypes began to pile up, he began to wonder if mechanical flight was even possible. A decade and a day after his retirement, on a sunny afternoon with a southerly breeze, Aurel sat in his latest attempt bristling with indignation and expectant failure. With a grunt of effort he pulled the ignition cord and covered his head, waiting for the inevitable explosion. However to his great surprise he began to lift and, following a few panicked adjustments, stabilize. Within an hour, he was ducking and weaving with the breeze, level with the gulls, and Aurel found himself filled with the breathless wonder of flight. As dusk settled in he set a course back to his workshop, but no sooner had he turned his craft when a cannonball tore through his tailfin. Disentangling himself from the wreckage, he swam toward the nearest piece of land in sight, and cursed to see the ship responsible for the cannonball collecting the debris. Days later, when Aurel returned to his workshop, he set to work on yet another gyrocopter, this one capable of carrying a much heavier, more dangerous payload.

Fires a homing missile to seek the targeted enemy unit. The missile gains speed over time, dealing damage and stunning when it impacts the target. Homing Missile deals greater damage the further it has traveled. Enemy units can destroy the missile before it reaches its target.

Cast Animation: 0+0

Cast Range: 1050

Hero Attacks to Destroy: 3/3/4/5

Tower Attacks to Destroy: 6/6/8/10

Damage: 100/175/250/325

Stun Duration: 2.25/2.5/2.75/3

Number of Charges: 0 ( 3)

Charge Replenish Time: 0 ( 20/17/14/11)

20/17/14/11 ( 0)

120/130/140/150

Blocked upon impact.

Modifiers

Stunned: Dispellable with strong dispels.

The biggest missile Aurel could possibly attach to his craft, The Bomb™ has carefully calculated aerodynamics and explosives for maximum impact.

Notes:

When Cast, a stationary missile is placed 150 range in front of Gyrocopter, which begins to move 3 seconds later.

Homing Missile's initial speed is 500 and increases by 20 per second, growing by 1 every 0.05 seconds.

The speed acceleration is not capped, and continues to increase until it hits the target or is destroyed.

If the missile's target dies, it automatically switches to the nearest valid target within 700 range of the previous target.

Only attacks from heroes, illusions (counting as heroes), towers, and the fountains (counting as towers) can damage the missile.

The crosshair over the target is visible to allies only.

Although the spell grants no vision over the target, the missile follows and hits invisible units.

If the missile hits its target, its 400 range flying vision stays at the location for 3.5 seconds.

Gyrocopter's attacks hit all enemy units in an area around it for a limited number of attacks. Only the main target of attacks will receive attack bonuses such as Critical Strike. Lasts 15 seconds or until the attacks are used.

Cast Animation: 0+0

Search Radius: 1250

Number of Attacks: 3/4/5/6 ( 6/7/8/9)

Duration: 15

30

50

Modifiers

Flak Cannon: Undispellable.

This newly revamped Gyrocopter has attached enough armaments to assault in a 360 degree radius.

Call down an aerial missile strike on enemy units in a target area. Two missiles arrive in succession, the first dealing major damage and minor slow for 2 seconds; the second dealing minor damage and major slow for 4 seconds.

Cast Animation: 0.3+0.5

Cast Range: 1000 ( Global)

Effect Radius: 600

Missile One Damage: 200/275/350

Missile Two Damage: 100/150/200

Missile One Move Speed Slow: 30%

Missile Two Move Speed Slow: 60%

Missile One Slow Duration: 2

Missile Two Slow Duration: 4

55/50/45 ( 30/25/20)

125

Adds a Side Gunner that at random attacks enemy units within a 600 radius every 1.1 seconds.

Slow persists if debuff was placed before spell immunity and when not dispelled.

Modifiers

Call Down Slow: Dispellable with any dispel.

'Bombs away!'

Notes:

The first missile impacts 2 seconds and the second missile 4 seconds after cast.

Provides 300 radius flying vision at the targeted area for 4 seconds upon cast.

Can deal a total of 300/425/550 damage (before reductions), assuming both missiles hit.

The big red area indicator is visible to allies only, but the sound effects are audible and the missiles visible to everyone.

Satanic is the natural supplemental item to make Gyrocopter with multiple damage items able to survive longer in late-game teamfights, while also providing a decent damage boost itself.

Daedalus multiplies well with Flak Cannon, increasing Gyrocopter's damage significantly. It also gives him a chance on inflicting critical hits on his primary target.

Monkey King Bar gives Gyrocopter a strong damage source, which also provides a chance to mini-bash and gives his main attack and attacks from Flak Cannon True Strike.

Butterfly's evasion makes Gyrocopter significantly harder to take down, and allows him to go head to head against harder carries.

Divine Rapier is the be-all end-all in terms of damage for Gyrocopter. In combination with Flak Cannon it can decimate the entire enemy team within seconds. But it is also a risky purchase and should only be bought when Gyrocopter is sufficiently tanky or as a last resort in dealing with an overwhelming enemy advantage.

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